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(C++)
1.1.0
A multi-platform, modular, universal engine for embedding advanced AI in games.
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A high-level abstraction of actions in the game. More...
#include <Behavior.hh>

Public Member Functions | |
| Behavior (const Behavior &)=default | |
| Behavior (Behavior &&)=default | |
| Behavior & | operator= (const Behavior &)=delete |
| Behavior & | operator= (Behavior &&)=delete |
| virtual void | Start (AIEntity &owner) |
| virtual void | Update (AIEntity &owner, float deltaTime) |
| virtual void | Finish (AIEntity &owner, const BehaviorStatus status) |
| virtual bool | IsFinished (const AIEntity &owner) const |
| virtual bool | IsLegal (const AIEntity &owner) const |
| virtual bool | IsInterruptible () const |
| BehaviorStatus | GetStatus () const |
| GetStatus. More... | |
| virtual std::string | GetName () const |
Friends | |
| class | AIEntity |
| class | BehaviorSequence |
A high-level abstraction of actions in the game.
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virtual |
Invoked after the behavior is finished or interrupted
| owner | - the entity executing this behavior |
Reimplemented in grail::BehaviorSequence.
| BehaviorStatus grail::Behavior::GetStatus | ( | ) | const |
GetStatus.
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virtual |
| owner | - the entity executing this behavior |
Reimplemented in grail::BehaviorSequence.
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virtual |
Reimplemented in grail::BehaviorSequence.
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virtual |
| owner | - the entity executing this behavior |
Reimplemented in grail::BehaviorSequence.
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virtual |
Invoked after the behavior is assigned to AIEntity
| owner | - the entity executing this behavior |
Reimplemented in grail::BehaviorSequence.
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virtual |
Invoked on each AIManager update
| owner | - the entity executing this behavior |
Reimplemented in grail::BehaviorSequence.